Basic Sequence of Play

ALLIED PLAYER SEGMENT

  1. Combat phase
  2. Air phase (ignored in this summary)
  3. Movement phase
  4. Close Assault phase

GERMAN PLAYER SEGMENT

  1. Combat phase
  2. Movement phase
  3. Close Assault phase

Combat

For combat, attacking unit(s) compare(s) Attack Factor(s) to target Defense Factor(s). Units in a stack may be attacked singly or collectively. Combat odds are always rounded in the defender's favor (down).

DIRECT FIRE

Direct Fire attacks must be able to trace a clear Line of Sight (LOS) from the attacking hex to the defending hex. Only Infantry units with a * after their range may fire at targets in excess of the range printed on their counter; they do so at half of their printed attack strength. Units able to attack are not forced to do so. No unit may fire on more than 1 target hex during any single turn. Multiple units attacking a common target must always do so together (combine attack factors).

INDIRECT FIRE

Only units marked M or (H) may engage in Indirect Fire. Orders for indirect fire attacks must be written during the Combat phase of the turn before the attack is resolved. (ex: in Turn 3's Combat phase, player writes down attacking unit and target hex for Indirect Fire in Turn 4.) Once the order is written, the attack must take place as written or the attacking unit may not fire at all in that turn.

(H) units must be over ¼ of their Range away from their target hex to use Indirect Fire.

A friendly combat unit must be able to trace LOS to the target hex per Spotting rules. LOS to the attacking hex(es) is not required at any time. Wagons and trucks may not be used for spotting.

Loaded and/or dispersed units may not be targeted for Indirect Fire. IF always affects ALL units in the target hex.

Indirect Fire and Direct Fire may not take place against the same target hex in the course of one phase.

If all units spotting for a target hex are destroyed, dispersed, or move before IF is executed, roll one die:

Resolving IF attacks:

OVERRUN ATTACKS

Armored vehicles may engage in Overrun Attacks only against units in clear hexes (includes clear/road and clear/hilltop hexes). Overrun Attacks are resolved during the Movement phase. Units in target hex are always treated as a stack for purposes of an Overrun Attack. Move all units engaging in Overrun Attacks through the target hex first, then resolve the attack. Any one hex may only be overrun once during any given Movement phase. Units engaging in an Overrun Attack may not fire during the Combat phase of that turn.

Overrunning units must move straight through the target hex and have enough Movement factors to enter the exit hex. Only the target hex must be clear terrain. Overrun Attacks negate the road bonus.

Overrun Attacks gain a bonus of one column (in attacker's favor) on the CRT and a -2 bonus to the roll.

Blocks, wrecks, fortifications, and minefields prevent all Overrun Attacks in that hex. Halftracks may not overrun armored units – including other halftracks. German SPA may not overrun.

CLOSE ASSAULT TACTICS (CAT)

Only infantry and engineer units may engage in CAT attacks. Units engaging in CAT may not otherwise fire during the Combat phase. Units engaging in CAT must be adjacent to their target. Transported units may not CAT the same turn they unload. Units may move and CAT in the same turn. Units in the target hex must be attacked as a stack. CAT attacks may not originate from a stream hex, nor target a sea hex.

A CAT attack gains the attacking units a bonus of -2 to the die roll. If an infantry unit and an engineer unit engage in a combined CAT attack, the attacker gains a 1-column shift to the right on the CRT as well.

Allied MG units may only engage in CAT when stacked with an infantry, engineer, or scout unit.

CAT is the only way in which an infantry-type unit may attack an armored unit.

OPPORTUNITY FIRE

OF can take place when an enemy unit expends ¼ or more of its movement points in continuous LOS of a friendly unit. OF is a Direct Fire attack. Units may not attack or be attacked as stacks. Only units which move, load, or unload may be attacked. Units engaging in an Overrun Attack cannot be attacked while in the hex of the Overrun Attack. Units under orders for Indirect Fire may not Opportunity Fire.

Units which OF receive an ÒOpportunity FireÓ counter which is removed at the end of that player's next turn.

Units dispersed as a result of OF remain dispersed until the end of the defending player's current turn.

Units loaded on German AFVs may be attacked by OF independently of the AFV. OF attacks against transported/transporting units must be declared to be before or after the (un)load.

WEAPONS EFFECTIVENESS CHART (WEC)

Range is always rounded down. Attack factors are never rounded. When attacking a stack of mixed units, determine which type (infantry, armor) predominates the stack (ignore units in a fortification for this, but count the fortification as one armored unit) and use that type for the whole stack. If the stack is evenly divided, treat the stack as whichever type most benefits the defender.

Units in towns and fortifications are considered armored targets. Units in towns must be attacked as a stack.

H and M weapons' attack strength is always halved against armored targets unless the H weapon is used as Direct Fire against the armor at 6 hexes or closer.

Movement

Terrain features – if any terrain feature makes up part of a hex, it is considered that terrain entirely, except for town hexes. Terrain affects movement and defense. Road movement bonus only applies if unit enters road hex from another road hex; road hex bonus is negated if hex contains 2+ units (not including moving unit) or any block, fortification, or minefield.

Any unit that is capable of moving in a given turn/phase may do so up to its movement allowance based on the terrain (see Terrain Effects Chart). Units are not forced to move at any time. All units may move at least one hex each turn no matter the terrain.

Stacked units that move as a stack use the lowest movement allowance in the stack. Otherwise, units are moved singly or in pairs (one unit loaded into a wagon, truck, or AFV).

Units may move through hexes with friendly units, but may not stop there if doing so would violate stacking limits. Units may only move through hexes with enemy units as part of an Overrun Attack.

The only combat that takes place in the Movement phase is Opportunity Fire or an Overrun Attack.

Transporting Units

Only units with a C at the top may transport other units. The transported unit is placed under the transporting unit.

In any given turn, the transporting unit may either load, transport, or unload – or some combination:

Units which engage in combat or are dispersed may not (un)load that turn.

Transporter & transported are considered 1 unit for defense and stacking:

If transporter is a German tank or assault gun (not SPA):

If transporter is destroyed, transported is destroyed as well

Unloading may not violate stacking limits.

Stacking

The stacking limit at all times is 4 units per hex. Transported units and minefields do not count towards the stacking limit. Blocks, fortifications, and wrecks count towards the stacking limit.

Terrain, Obstacles, and Elevation

Units at a higher elevation may trace LOS over obstacles at a lower elevation. Units are not obstacles. Obstacles which block LOS:

STREAMS

Vehicles (except bridge laying tanks) may never enter stream hexes and may only pass over them on active bridges. Infantry units entering stream hexes must roll for entry success (1-3 on d6) for each stream hex entered or stop at entry hex. Units in a stream hex may not attack. Non-adjacent ground-level units may not attack units in a stream hex. Units on a slope or hilltop may attack non-adjacent units in a stream hex provided all other LOS rules are taken into consideration. Bridges do not block LOS into a stream hex.

HILL/SLOPE DEFENSE EXCEPTIONS

In general, an attacking unit halves its attack strength when firing on a defender on a slope or hilltop. If both attacking and defending units are on hilltops, combat takes place normally. Indirect fire is never halved due to elevation.

If the defender is on a slope, only attacks from adjacent hexes take place at full strength. If there is a slope hex side (dark brown) between the attacking and defending units, then the attack strength is halved. Units on a slope may be attacked by both half- and full attack strength units.

LINE OF SIGHT CLARIFICATIONS

Always apply LOS rules in favor of the defender. LOS is blocked if ANY portion of a traced-through hex side contains a solid color (green, orange, brown) bar. LOS is not blocked by a slope (brown) hex side connected to a hilltop (orange) hex side.

When firing from a slope or hilltop to ground level:

When firing from ground level to a slope or hilltop:

To determine the midway point between attacker and defender, count all the hex sides between the attacking and defending hexes, including the hex sides of the attacking and defending hexes.

LOS is always obstructed by 2 hilltop hex sides unless both units are on hilltops. LOS is always obstructed by combined woods + town hexes. LOS is never obstructed between adjacent hexes.

Spotting

Indirect Fire relies on targets being spotted by undispersed friendly units. Adjacent units may always spot an enemy unit. Undispersed non-adjacent units may only spot an enemy unit, taking into consideration all LOS rules, if that enemy unit fires or moves through a clear hex. Wagons and trucks may not spot.

Wreckage

When an armored unit or fortification is destroyed, replace in with a WRECK counter. Wrecks may not be moved or removed from the board. Wrecks count towards stacking limits (max 3 per hex). Wrecks have no effect on combat and do not obstruct LOS.

Mines

Minefield placement restrictions are determined by the situation card; otherwise minefields may be placed anywhere in the player's setup area. One mine counter per hex. Mines may not be moved once placed. Mines affect ALL units entering that hex. Any unit entering a minefield hex must immediately stop and the opposing player resolves the ÒattackÓ – always at 2-1 odds – immediately. Surviving units may move off the minefield in the next Movement phase; dispersed units may not and will undergo a subsequent minefield attack every Combat phase until they are undispersed and able to move. Minefields are never Òused upÓ and may only be removed by Engineer units (see Engineers). Minefield attacks do not preclude Direct or Indirect Fire targeting the same hex.

Blocks

Block placement restrictions are determined by the situation card; otherwise blocks may be placed anywhere in the player's setup area. Units may only enter hexes with blocks when starting their Movement phase from an adjacent hex and must stop upon entering the block hex. Vehicular units may not enter a block hex across a woods (green) hex side. Blocks count towards stacking limits, but do not obstruct LOS or affect combat. Blocks are never Òused upÓ and may only be removed by Engineer units. Blocks always negate the road bonus.

Fortifications

Fortification placement restrictions are determined by the situation card; otherwise, fortifications may be placed anywhere in the player's setup area that is not a swamp, sea, beach, or stream hex. One fortification per hex. Fortifications may not be moved. Fortifications and the unit(s) stacked inside them count as 1 unit towards stacking limits. Fortifications do not obstruct LOS. Unused or abandoned fortifications may be used by either player. Fortifications may only be destroyed by the placing player. Fortifications may not spot.

Fortifications are armored targets and all units inside them use the fortifications' defense factor, not their own. Terrain and Weapons Effectiveness Charts are taken into consideration when attacking fortifications. Units in a fortification attack with their normal attack strength. When a fortification is dispersed, all units in it are also dispersed. When a fortification is destroyed, all units inside it are also destroyed and the entire stack is replaced with 1 Wreck counter.

Units IN a fortification are protected by it; units ON a fortification are not and may be attacked normally.

Enemy units may be ON a fortification while friendly units are IN it. Attacks against the enemy units ON a fortification result in a subsequent (automatic) attack against the units IN it. When enemy units are ON a fortification, friendly units may not leave it, but may attack the enemy units ON it with Direct Fire (not CAT).

Fortifications, Blocks, and Mines may not occupy the same hex.

Engineers

Engineers are Infantry-type units that may also remove minefields, create and/or remove blocks, destroy bridges, and increase the effectiveness of CAT attacks.

CLEARING MINEFIELDS AND BLOCKS

DESTROYING BRIDGES

The Engineer unit must begin and end THREE friendly Movement phases on the same hex as the bridge (TWO turns for temporary bridges). In any subsequent Movement phase, the Engineer moves off the hex, removing the bridge as they go. Roll d6; on roll of 1-5 place a block counter – roll of 6 means destruction attempt failed. Subsequent destruction attempts take fewer turns:

PLACING BLOCKS

Engineers may place one block on one road hex per game. The block placing process mimics the bridge destroying process (see below) with the following exceptions:

ENGINEER VEHICLES

Sherman Flail
normal tank unit that may also clear minefields. Flail moves onto minefield hex and stops. On any subsequent Movement phase, Flail expends ½ its movement to leave the minefield hex, removing the minefield in the process.
Churchill Flamethrower
operates as a normal tank unit.
Valentine Bridgelayer
unarmed tank unit used to create temporary bridges. To create a bridge:
Temporary bridges have inherent defense and may be attacked normally. Attacks against temporary bridges by Indirect Fire are always at half strength. Use the CRT to resolve attacks against temporary bridges; only ÒXÓ results destroy the bridge and bridges may not be dispersed. Any vehicular units (including loaded transporters) on a temporary bridge when it is destroyed are also destroyed. Infantry units not being transported are not destroyed when a temporary bridge is destroyed. Destroyed temporary bridges are not replaced by a block counter.

Expanded Sequence of Play